We’re going to skip the world intros, since we’ll be jumping round rather erratically & they’re getting ol’.
Bootropolis ( revisited )
Music: “Shy Guy’s Toy Box”, Paper Mario
Probably should’ve done this back when I did the regular exit, but forgot that its “prize” was so inconsequential. You’ll see what I thought it unlocked in the next update.
Something I don’t show in this video: you don’t need to go to the hassle o’ getting the silver P if you already know where the doorway is; it works whether you hit it or not. The silver P just reveals it. Probably should’ve let myself die for a ’scuse to demonstrate that.
The graphics for the attic area are from Garfield & his 9 Lives for the GBA, which was surprisingly a decent game with nice graphics & music, unlock its bretheren Garfield: the Search for Pooky, which is shit — e’en shittier than this hack.
’Course, I can’t talk ’bout this level without mentioning the infamous game-breaking glitch that probably was the prime reason this hack wasn’t accepted into SMW Central 1 o’ the 2 times I tried. I don’t know how it happened, but the top block o’ those move-throughable blocks ’bove that ladder was solid ’stead o’ a ladder, making it impossible to get the golden mushroom, & thus impossible to get this exit & 100% the game. Considering how oft I tested this game, I have no idea how that flaw made it in, but somehow it did.
Though you were expected to use the shell o’ 1 o’ the yellow Koopas, as I show, to hit the turn block so you can get back o’er the wall, you can just throw the key @ it. This was unintentional, but is a nice way to keep players from accidentally screwing themselves o’er by destroying both shells.
- P-Switch level count: 29 / 48
- Levels with mo’ than 1 switch: 14
- Levels with mo’ than 1 o’ the same switch: 8
Shroom of Streets
Music: “Dark Cave”, Pokémon Gold, Silver, & Crystal
& our message is just a hilarious 4th-wall-breaking joke ’bout everything wrong with these shrooms. Deleting my save file & filling my computer with viruses would’ve been a better reward.
The 50s & 60s ( revisited )
Music: “Hippie Battle”, Earthbound Beginnings
Finally we see where the “60s” part comes in.
While the palette gimmick feels cheap, I feel I did rather cleverly use it by forcing the player to puzzle out where the blue Koopa is. ’Course, as the end o’ the video shows, the player can just fly straight up @ the start & skip mo’ than half the level; & I could empathize, size that 1st part is annoying, ’specially if you fuck up in such embarassing ways as I did. I e’en feel bad ’bout having to raise the P-switch count, since the use o’ both P-switches is actually clever in psychedelic land. Then ’gain, if I didn’t use so many switches in superfluous ways, this wouldn’t be a problem, so I don’t feel bad, ne’ermind.
I read some people complain ’bout the palette in the 2nd area somehow being “godawful torture to the eye” or something. Yeah, making the gimmick o’ a level just a different palette, ’specially 1 as lazy & ugly as “invert all the colors” is, well, lazy. This is from the same person who, when much younger & making awful sprite comics ’stead o’ awful rom hacks, thought “Mario & Luigi with inverted colors” & “Mario in grayscale & 5 times as big” were compelling character designs.
- P-Switch level count: 30 / 48
- Levels with mo’ than 1 switch: 15
- Levels with mo’ than 1 o’ the same switch: 8
Lab of Secrets
Music: “Revenge of Meta Knight – Halbert”, Kirby Super Star
Those lava sections are completely pointless. Due to the recording setup I have ( using Zsnes movies for recording, believe it or not ) I couldn’t show me turning off layer 3; but if I could, it’d show you that there are no fireballs anywhere nearby — they’re all way up ’bove the screen. The idea was that this was s’posed to be sort o’ a troll, sort o’ what I called @ the time “psychological challenge”, or something. Basically, it’s s’posed to make players worry ’bout cheap hits only to realize that they’re perfectly safe. It’s dumb & wastes time on subsequent attempts.
Which is relevant, ’cause I die all the time in that 2nd section, as shown. I actually expected to die many mo’ times, but I think I found a kind o’ rhythm to it that I didn’t know ’bout before. This was a case wherein I struggled ’tween what I thought was a clever & unused gimmick & my worries that ’twas too cumbersome & hard & not worth keeping. However, looking @ other playthroughs, it didn’t seem as if other players had much trouble with it.
What truly shocked me, though, was the section that came after it, which must be so late in development that I forgot ’bout it. I remember this level having you go through each o’ the previous lab bosses ’tween each room & having trivially easy ice section followed by some buggy sewer room wherein you bounce o’ breaking blocks or something, which is easy to screw yourself out o’ any chance o’ victory, & which I did see other players get annoyed with. Since neither o’ these rooms were any good, nor were any o’ the bosses save for 1, who was not good ’nough to fight ’gain, the replacement was definitely a good idea.
Though I die a lot, I don’t think this section is bad. I’m surprised I hadn’t done such an obvious gimmick as that till then, & it’s certainly 1 o’ the few all right layer-2 parts. It doesn’t o’erstay its welcome a’least. I can’t say my problems with this level were due to anything but my incompetence.
The Thwomp boss is all right — not much o’ a boss, but then none o’ the Super Meat Boy bosses were, either. I just don’t like how Thwomps are used in a 2nd boss. Since I couldn’t get the Custom Boss Sprite @ SMW Central to not make my rom shit its pants in Zsnes & didn’t want to reuse the boring Koopa Kid fights, I didn’t have many tools for making bosses but regular enemies.
- P-Switch level count: 30 / 49
- Levels with mo’ than 1 switch: 15
- Levels with mo’ than 1 o’ the same switch: 8
& with that we finally enter the true final world o’ the game: the bonus “Warped Void”.